Nightlies embark on long journey towards 3.3

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  • Timo Pietilä
    replied
    Originally posted by scud
    Ah... they're multicoloured hounds. They alternate between gravity grey (possibly very pale blue), blink dog blue, and another slightly darker blue I'm not sure is used elsewhere. Were they a constant blink dog blue in earlier versions?
    Hum, Time hounds do not need to be multi-colored, that blink dog blue was obvious enough. You can turn that off from monster.txt (flag is pretty much self-explanatory).

    If you turn animate_flicker on they change color in real-time, but for some reason that slows game down a lot. Especially with overhead view term window.

    Game in general is very slow with overhead view term window active, you can actually realize that there is something tracking your movements nearby by slowdown of the game even without seeing it (or even that overhead view showing it). I think it is some screen update-issue, game updates screen way too often. Or the new code just is gazillion times slower than old code.

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  • scud
    replied
    Ah... they're multicoloured hounds. They alternate between gravity grey (possibly very pale blue), blink dog blue, and another slightly darker blue I'm not sure is used elsewhere. Were they a constant blink dog blue in earlier versions?

    Leave a comment:


  • Timo Pietilä
    replied
    Originally posted by scud
    If I'd been hit by a Time Vortex would it not appear in my monster memory, even if I didn't see it?
    AFAIK no. You need to see thing before it gets registered in monster memory. Similarly kills that you don't see don't go in monster memory.

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  • scud
    replied
    If I'd been hit by a Time Vortex would it not appear in my monster memory, even if I didn't see it?

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  • Timo Pietilä
    replied
    Originally posted by scud
    ASCII, Mac nightly 15 March.

    They were actually 'gravity grey'. But what is *very* strange is that my monster knowledge shows them as traditional 'blink dog blue'.

    It wasn't an out-of-infravision time vortex, because I haven't met one yet.

    Perhaps I was hallucinating (that's me, not my character). Best to ignore this 'report' until I meet more of them.
    If you didn't die and didn't see where that blast came you have no knowledge what caused that. It could have been time vortex.

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  • scud
    replied
    ASCII, Mac nightly 15 March.

    They were actually 'gravity grey'. But what is *very* strange is that my monster knowledge shows them as traditional 'blink dog blue'.

    It wasn't an out-of-infravision time vortex, because I haven't met one yet.

    Perhaps I was hallucinating (that's me, not my character). Best to ignore this 'report' until I meet more of them.

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  • buzzkill
    replied
    Originally posted by scud
    Discovering that time hounds are now disguised as clear hounds is a shock.
    Tiles or ASCII?

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  • scud
    replied
    Discovering that time hounds are now disguised as clear hounds is a shock.

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  • fizzix
    replied
    Originally posted by Max Stats
    I brought this up in another thread. Currently, you can't do this directly in the keymap screen, but you can edit your pref file and insert the tag [Return] (including the brackets) into your keymap. Don't know if this is on the table to be fixed or not.

    Yes, I would like it if the cave maps were changed so they only appear lower in the dungeon. I don't know exactly what is fair... DL 20? 30?
    I actually would prefer the opposite, although a bit modified. I think the cavern maps should be the default for dungeon levels 1-20. Terrain management is a huge problem here, so I'd recommend dropping lots of rubble in them. Specifically in corridor-like that separate regions of the dungeon.

    As you descend, you get to the rooms (standard) dungeon. Labyrinths come deep. I'd also get rid of the automatic permalighting/mappins on labyrinths altogether. These have high monster density but terrain is easy to manage.

    Why? just because it feels right to have the caverns exist in the early game where you are fighting a lot of animals and cave dwelling monsters (orcs/trolls).

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  • Magnate
    replied
    Originally posted by Max Stats
    I brought this up in another thread. Currently, you can't do this directly in the keymap screen, but you can edit your pref file and insert the tag [Return] (including the brackets) into your keymap. Don't know if this is on the table to be fixed or not.
    It is - takkaria has done a ton of work on input refactoring, and there's more to come.

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  • Napsterbater
    replied
    I'm not complaining about the cave maps, mind you. I like that the early game is more difficult, I used be on autopilot until around dlev 15 or so. Felt like a grind. I bought ?PD, but I never needed them. Going down actually feels dangerous now. Me likey! Thanks for the tip on the keymaps!

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  • Max Stats
    replied
    Originally posted by Napsterbater
    Playing current nightlies, can't save my keymaps, they don't get read in to the next game, like squelch settings. Also can't bind a key to rest until healed. All "R\r" does is bring up the rest prompt with "\r"
    I brought this up in another thread. Currently, you can't do this directly in the keymap screen, but you can edit your pref file and insert the tag [Return] (including the brackets) into your keymap. Don't know if this is on the table to be fixed or not.
    Originally posted by Napsterbater
    The cave maps are really harrowing for diving characters. There's something subtly safe about being in a lighted room, cave maps totally kill that. I guess a lot of survival techniques rely on single-tile corridors. I end up running out of ?PD a lot more. The early game feels a lot more difficult.
    Yes, I would like it if the cave maps were changed so they only appear lower in the dungeon. I don't know exactly what is fair... DL 20? 30?

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  • Napsterbater
    replied
    Playing current nightlies, can't save my keymaps, they don't get read in to the next game, like squelch settings. Also can't bind a key to rest until healed. All "R\r" does is bring up the rest prompt with "\r" Pressing backspace at shops puts "A" into the output instead of what it's supposed to do. Can't bind a keymap to save my keymaps and exit back to game. Otherwise liking the changes. The cave maps are really harrowing for diving characters. There's something subtly safe about being in a lighted room, cave maps totally kill that. I guess a lot of survival techniques rely on single-tile corridors. I end up running out of ?PD a lot more. The early game feels a lot more difficult.

    Leave a comment:


  • retrobits
    replied
    Originally posted by PowerDiver
    Are those on the border of your trap detection area? I think this counts as a bugfix, as previously when they were not green that meant the border was not fully displayed. It gets a little strange when a clear monster is on a greenlit border tile.
    ah, you are correct. I was confused when seeing them scattered around after detect doors/stairs. Also I was confused since they are dark green rather than the typical light green of the detection border.

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  • PowerDiver
    replied
    Originally posted by retrobits
    As of last night I am occasionally seeing green stairs and doors. Maybe its a problem with my eyes?
    Are those on the border of your trap detection area? I think this counts as a bugfix, as previously when they were not green that meant the border was not fully displayed. It gets a little strange when a clear monster is on a greenlit border tile.

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